Soldier_Fortune
With regards to using the game's internal clock, yes, you are absolutely 100% correct with that. I couldn't agree more. In fact, I had thought of doing that. My keyboard, a logitech G105, has several keys which are programmable and will allow macros to be preprogrammed to include several keystrokes. Also, the games internal clock, which can be accessed with the console command, >tod, reads out to 6 places which is 3.6 milliseconds...MORE than accurate enough to run the test. My thought was to program a macro key which drops the bomb, pauses the game, and then accesses the >tod command in one keystroke, then, program another to pause the game and access the >tod command when the bomb impacts. As time permits this weekend (I'm at work now) I'll set that up and run some trials. I'll also post the results.
Also, with regards to your equation. I agree that it would calculate the correct TAS for this type of aircraft and those types that operate in the flight envelope common for this type of aircraft. (There are several formulas for specific flight envelopes; high-subsonic, trans-sonic, supersonic, etc., and for those aircraft with high compressibility) But I don't think it would generate the correct figure to use on bombsight TAS for all aircraft across the board. Russian planes, like the Pe-8, TB-7, IL-4, and the SB 1M, require a higher value than actual TAS and bombs fall long if this higher value is not used. Also, other planes like the Ju 88, the He-111 H-2, the SM.79, require a lower number than actual TAS and bombs fall short if the lower value isn't used. That's why I was including a "velocity factor" to compensate.
Well, duty calls...so back to work.